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Ammonite

Ammonite Medium beast, 1/4 50 xp

  • Armor class 17 (natural armor)
  • Hit points 16 (3d8)
  • Speed swim 20ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Senses: Blindsight 30ft., Darkvision 60 ft., PP 13

Languages: -

Challenge: 1/4 (50 xp)

Water Breathing. The ammonite can breathe only underwater.

Inky Escape. The Ammonite can use the Disengage action as a reaction.

Actions

Ink Cloud. (Recharge 5-6) The Ammonite releases an ink cloud. It causes a 10-foot cube around it to be heavily obscured for 10 rounds and causes any creatures caught within said cube that were not already in battle to attack the Ammonite's opponent(s).

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (2d8 + 3) slashing damage.

Anglerfish

Anglerfish Small Beast, 0 10 xp

  • Armor class 14 (natural)
  • Hit points 4 (1d6 + 1)
  • Speed 0ft., swim 25
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 14 (+2)
  • CHA 3 (-4)

Senses: Darkvision 30ft, PP 12

Languages:

Challenge: 0 (10 xp)

Luminous. The anglerfish emits dim light for 5 ft. around its lure.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 - 1) piercing damage.

Badger

Badger tiny beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 3 (1d4+1)
  • Speed 20ft, burrow 5ft
  • STR4 (-3)
  • DEX11 (0)
  • CON12 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA5 (-3)

Senses:Darkvision 30ft,Passive Perception 11

Languages:-

Challenge:0 (10 xp)

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Bonehead

Bonehead Medium beast (Dinosaur), Unaligned 1/8 25 xp

  • Armor class 10
  • Hit points 11 (2d8+2)
  • Speed 30
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Resistances: Bludgeoning

Senses: Passive perception 10

Languages: -

Challenge: 1/8 (25 xp)

Boneheads are closely related to Thickheads but are smaller and stockier. Their bony skull is white while the rest of them tends to dark shades of brown to near black with green belly. They are study beasts capable of carrying heavy loads for their size. They are omnivorous, eating just about anything including their harnesses if left unattended. They are known for being quit stubborn, hence the name which refers to attitude not just how they look.

Beast of Burden. The bonehead is considered to be a Large animal for the purpose of determining its carrying capacity (420lbs).

Sure-Footed. The bonehead has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Headbutt. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Cat Shark (Hammerhead)

Cat Shark (Hammerhead) Tiny Beast, 0 10 xp

  • Armor class 13 (natural armor)
  • Hit points 3 (1d4 + 1)
  • Speed 0 ft. swim 40 ft
  • STR 2 (-4)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 2 (-4)

Skills: Perception +2, Stealth +5

Senses: Darkvision 60ft., PP 12

Languages:

Challenge: 0 (10 xp)

Keen Sight. The shark has advantage on Wisdom (Perception) checks that rely on sight.

Underwater Camouflage. The shark has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Constrictor Snake

Constrictor Snake large beast, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 13 (2d10+2)
  • Speed 30ft, swim 30ft
  • STR15 (+2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Senses:Blindsight 10ft,Passive Perception 10

Languages:-

Challenge: 1/4 (50 xp)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Crab

Crab tiny beast, 0 10 xp

  • Armor class 11
  • Hit points 2 (1d4)
  • Speed 20ft., swim 20ft
  • STR 2 (-4)
  • DEX 11 (0)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 2 (-4)

Senses: Stealth +2

Languages: -

Challenge: 0 (10 xp)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Crayfish

Crayfish tiny beast, unaligned 0 10 xp

  • Armor class 11 (natural armor)
  • Hit points 2 (1d4-1)
  • Speed 20 ft, swim 20 ft
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT1 (-5)
  • WIS8 (-1)
  • CHA2 (-4)

Skills:Stealth +2

Senses:Blindsight 30ft,Passive Perception 9

Languages:-

Challenge:0 (10 xp)

Proficiency Bonus +2

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Crocodile

Crocodile large beast, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 20ft, swim 30ft
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +2

Senses: Passive Perception 10

Languages: -

Challenge: 1/2 (100 xp)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Deer

Deer medium beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 4 (1d8)
  • Speed 50 ft.
  • STR11 (0)
  • DEX16 (+3)
  • CON11 (0)
  • INT2 (-4)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Passive Perception 12

Languages:-

Challenge:0 (10 xp)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.

Dolphin

Dolphin medium beast, 1/8 25 xp

  • Armor class 12
  • Hit points 11 (2d8 +2)
  • Speed 0ft., swim 60ft.
  • STR 14 (+2)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Blindsight 60 ft., Passive Perception 13

Languages:

Challenge: 1/8 (25 xp)

Hold Breath. The dolphin can hold its breath for 20 minutes.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the dolphin moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) bludgeoning damage.

Eel

Eel Medium beast, 1/8 25 xp

  • Armor class 12
  • Hit points 4 (1d8)
  • Speed 5ft., swim 40ft.
  • STR 3 (-4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2

Senses: Blindsight 10ft. PP 12

Languages: -

Challenge: 1/8 (25 xp)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. The target must make a DC 10 Constitution saving throw, taking 3 (1d6) lightning damage on a failed save, or half as much damage on a successful one.

Electric Ray

Electric Ray Medium beast, 1/2 100 xp

  • Armor class 10
  • Hit points 16 (3d8 +3)
  • Speed swim 25 ft.
  • STR 10 (0)
  • DEX 8 (-1)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Stealth +2

Damage Resistances: Lightning

Condition Immunities: Prone

Senses: Blindsight 30 ft (underwater only), PP 12

Languages: -

Challenge: 1/2 (100 xp)

Water Breathing. The ray can only breathe underwater.

Camouflage. When motionless and resting against a surface, the ray can only be seen with a successful DC 15 Wisdom (Perception) check.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Electric Discharge - Recharge 5/6. One creature the ray touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC: 14 Constitution saving throw. On failed save, a target takes 4 (1d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the ray's next turn. On a successful save, a target takes half as much damage and isn't stunned.

Ferret

Ferret tiny beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 30ft.
  • STR3 (-4)
  • DEX16 (+3)
  • CON8 (-1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA3 (-4)

Skills:Perception +3, Stealth +5

Senses:Passive Perception 13

Languages:-

Challenge:0 (10 xp)

Proficiency Bonus +2

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Flamingo

Flamingo Small Beast, 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 20 ft., fly 50 ft.
  • STR 6 (-2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 8 (-1)

Skills: Perception +4

Damage Resistances: Poison

Senses: PP 16

Languages: -

Challenge: 0 (10 xp)

Keen Sight. The flamingo has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Flying Fish

Flying Fish tiny beast, 0 10 xp

  • Armor class 11 (natural armor)
  • Hit points 1 (1d4-1)
  • Speed 0 ft., swim 40 ft.
  • STR 1 (-5)
  • DEX 13 (+1)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 5 (-3)
  • CHA 3 (-4)

Senses: Passive Perception 11

Languages:

Challenge: 0 (10 xp)

Water Breathing. The flying fish can breathe only underwater.

Swimming Leap. f the fish moves at least 20ft in a straight line then jumps out of the water it can glide 5ft in a straight line above the water for 3 additional rounds. The fish can hold its breath during its glide.

Actions

Flying Monkey

Flying Monkey Small beast, 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 20ft., climb 20 ft., fly 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: PP 11

Languages: -

Challenge: 0 (10 xp)

Flying monkeys are slightly more clever and curious than common monkeys, and they can be domesticated and taught to obey simple commands. They come in many colors and varieties, with feathered wings that have a span of about 5 feet. With the DM’s permission, the find familiar spell can summon a flying monkey.

Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated.Fox, War

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.

Fox

Fox tiny beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 2 (1d4)
  • Speed 30ft, burrow 5ft
  • STR2 (-4)
  • DEX16 (+3)
  • CON11 (0)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Perception +3, Stealth +5

Senses:Darkvision 60ft,Passive Perception 13

Languages:-

Challenge:0 (10 xp)

Proficiency Bonus +2

Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Frog/Toad

Frog/Toad tiny beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 1 (1d4-1)
  • Speed 20ft, swim 20 ft
  • STR1 (-5)
  • DEX13 (+1)
  • CON8 (-1)
  • INT1 (-5)
  • WIS8 (-1)
  • CHA3 (-4)

Skills:Perception +1, Stealth +3

Senses:Darkvision 30ft,Passive Perception 11

Languages:-

Challenge:0 (10 xp)

Proficiency Bonus +2

Amphibious. The frog can breathe air and water

Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Actions

Giant Constrictor Snake

Giant Constrictor Snake huge beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 60 (8d12+8)
  • Speed 30 ft, swim 30ft
  • STR19 (+4)
  • DEX14 (+2)
  • CON12 (+1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Skills:Perception +2

Senses:Blindisght 10ft,Passive Perception 12

Languages:-

Challenge:2 (450 xp)

Proficiency Bonus +2

Actions

Bite Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Giant Crab

Giant Crab medium beast, 1/8 25 xp

  • Armor class 15
  • Hit points 13 (3d8)
  • Speed 30ft., swim 30ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 9 (-1)
  • CHA 3 (-4)

Skills: Stealth +4

Senses: Blindsight 30 ft., Passive Perception 9

Languages: -

Challenge: 1/8 (25 xp)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

Giant Frog

Giant Frog medium beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
  • STR12 (+1)
  • DEX13 (+1)
  • CON11 (0)
  • INT2 (-4)
  • WIS10 (0)
  • CHA3 (-4)

Skills:Perception +2, Stealth +3

Senses:Darkvision 30 ft.,Passive Perception 12

Languages:-

Challenge: 1/4 (50 xp)

Proficiency Bonus +2

Amphibious.The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

Swallow. The frog makes one bite attack against a Small orsmaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target isBlinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Jellyfish

Giant Jellyfish large beast, 1/2 100 xp

  • Armor class 13
  • Hit points 16 (3d10)
  • Speed 0ft., swim 40ft.
  • STR 10 (0)
  • DEX 16 (+3)
  • CON 1 (-5)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: Darkvision 30ft, Passive Perception 11

Languages:

Challenge: 1/2 (100 xp)

Hold Breath. While out of water, the jellyfish can hold its breath for 1 hour.

Water Breathing. The jellyfish can breathe only underwater.

Underwater Camouflage. The jellyfish has advantage on Dexterity (Stealth) checks made while underwater.

Actions

Stinging Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 1) piercing damage. The target must make a Constitution saving throw [DC 13] or take an additional 1d4 acid damage.

Giant Lizard

Giant Lizard large beast, unaligned 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 30 ft., climb 30 ft.
  • STR15 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Senses:Darkvision 30 ft.,Passive Perception 10

Languages:-

Challenge: 1/4 (50 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Giant Lobster (Crayfish)

Giant Lobster (Crayfish) large beast, unaligned 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 45 (7d10+7)
  • Speed 30 ft, swim 30ft
  • STR15 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT1 (-5)
  • WIS9 (-1)
  • CHA3 (-4)

Skills:Stealth +3

Senses:Blindisght 30ft,Passive Perception 9

Languages:-

Challenge:2 (450 xp)

Proficiency Bonus +2

Amphibious.The crayfish can breathe air and water.

Actions

Multiattack. The giant crayfish makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.

Giant Octopus

Giant Octopus large beast, 1 200 xp

  • Armor class 11
  • Hit points 52 (8d10 + 8)
  • Speed 10 ft., swim 60 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +4, Stealth +5

Senses: Darkvision 60 ft., Passive Perception 14

Languages: -

Challenge: 1 (200 xp)

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Giant Poisonous Snake

Giant Poisonous Snake Mediu beast, 1/4 50 xp

  • Armor class 14
  • Hit points 11 (2d8+2)
  • Speed 30 ft., swim 30 ft.
  • STR 10 (0)
  • DEX 18 (+4)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2

Senses: Blindsight 10ft. PP 12

Languages:

Challenge: 1/4 (50 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Giant Rat

Giant Rat small beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 30ft
  • STR7 (-2)
  • DEX15 (+2)
  • CON11 (0)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Senses:Darkvision 60ft,Passive Perception 10

Languages:-

Challenge: 1/8 (25 xp)

Proficiency Bonus +2

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Giant Sea Eel

Giant Sea Eel large beast, 1/2 100 xp

  • Armor class 14
  • Hit points 19 (3d10+3)
  • Speed 0ft., 40ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: DEX +4

Skills: Perception +2, Stealth +4

Senses: Darkvision 60 ft., Passive Perception 12

Languages: -

Challenge: 1/2 (100 xp)

Water Breathing. The eel can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Giant Sea Horse

Giant Sea Horse large beast, 1/2 100 xp

  • Armor class 13
  • Hit points 16 (3d10)
  • Speed 0ft., swim 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: Passive Perception 11

Languages: -

Challenge: 1/2 (100 xp)

Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Water Breathing. The sea horse can breathe only underwater.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Giant Snail

Giant Snail Large beast, 1/4 50 xp

  • Armor class 11
  • Hit points 22 (4d10)
  • Speed 10 ft., climb 10 ft.
  • STR 15 (+2)
  • DEX 3 (-4)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Dark vision 60ft, PP 10

Languages: -

Challenge: 1/4 (50 xp)

Salt Osmosis. Whenever the snail starts its turn in contact with a pound or more of salt, it takes 1d4 necrotic damage. Using an action to sprinkle a pound of salt on the snail deals 1d4 necrotic damage to it immediately and another 1d4 necrotic damage to it at the start of its next turn (after which the salt rubs off), provided the snail has not withdrawn into its shell.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Shell Defense. The snail withdraws into its shell, gaining a +4 bonus to its AC until it emerges. It can emerge from its shell as a bonus action on its turn.

Giant Squirrel

Giant Squirrel Medium Beast, 1/8 25 xp

  • Armor class 13
  • Hit points 9 (2d8)
  • Speed 30 ft., climb 40 ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 5 (-3)

Save Throws: Dex +5

Senses: Darkvision 60ft., PP 10

Languages: -

Challenge: 1/8 (25 xp)

Keen Smell. The squirrel has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Glass Gator

Glass Gator Large beast, 1 200 xp

  • Armor class 15
  • Hit points 45 (7d10 + 7)
  • Speed 30ft., swim 50 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +2, Stealth +4

Senses: Blindsight 60 ft. (blind beyond this radius), PP 12

Languages: -

Challenge: 1 (200 xp)

Amphibious. The glass gator can breathe air and water.

Constricting Lunge. If the glass gator jumps at least 10 feet straight toward a target and then hits it with a Claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the gator can make one Constrict attack against it as a bonus action.

Standing Leap. The glass gator’s long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.

Transparent. The glass gator has advantage on Dexterity (Stealth) checks made to hide while underwater or in dim light.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and takes 5 (2d4) poison damage at the start of each of its turns, and the glass gator can’t use Constrict on another target.

Reactions

Silt Cloud (Recharges after a Short or Long Rest). When it takes damage while underwater and within 5 feet of the bottom of a body of water, the glass gator stirs up a 10-foot-radius sphere of silt centered on it. The silt spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a strong current disperses it. The glass gator can then swim up to half its speed. The cloud of silt doesn’t move with the glass gator.

Goat

Goat medium beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 40ft
  • STR12 (+1)
  • DEX10 (0)
  • CON11 (0)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Senses:Passive Perception 10

Languages:-

Challenge:0 (10 xp)

Proficiency Bonus +2

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Hare

Hare tiny beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 20ft, burrow 5 ft
  • STR1 (-5)
  • DEX17 (+3)
  • CON9 (-1)
  • INT2 (-4)
  • WIS11 (0)
  • CHA4 (-3)

Skills:Perception +2, Stealth +5

Senses:Passive Perception 12

Languages:-

Challenge:0 (10 xp)

Actions

Escape The har can take a Dash, Disengage, or Hide action as a bonus action on each of its turns.

Hornface, Twilight

Hornface, Twilight Medium beast, 1 200 xp

  • Armor class 13 (natural armor)
  • Hit points 39 (6d8 + 12)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 6 (-2)

Senses: PP 10

Languages: -

Challenge: 1 (200 xp)

Trampling Charge. If the hornface moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the hornface can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 13 (2d8 + 4) bludgeoning damage.

Hunter Shark

Hunter Shark large beast, 2 450 xp

  • Armor class 12
  • Hit points 45 (6d10 +12)
  • Speed 0ft., swim 40ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +2

Senses: Blindsight 30 ft., Passive Perception 12

Languages: -

Challenge: 2 (450 xp)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Knucklehead Trout

Knucklehead Trout small beast, 0 10 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 0ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 6 (-2)
  • CHA 1 (-5)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: -

Challenge: 0 (10 xp)

Water Breathing. The trout can breathe only underwater

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Lizard

Lizard tiny beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 2 (1d4)
  • Speed 20ft, climb 20ft
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT1 (-5)
  • WIS8 (-1)
  • CHA3 (-4)

Senses:Darkvision 30ft,Passive Perception 9

Languages:-

Challenge:0 (10 xp)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Lobster

Lobster small beast, 0 10 xp

  • Armor class 13 (natrual armor)
  • Hit points 7 (2d6)
  • Speed 25 ft., swim 40 ft.
  • STR 6 (-2)
  • DEX 11 (0)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 2 (-4)

Senses: Blindsight 10ft., PP 9

Languages:

Challenge: 0 (10 xp)

Partially Amphibious. The lobster can breath air and water as long as its gills remain wet.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Manta Ray

Manta Ray Large Beast, 1/2 100 xp

  • Armor class 13
  • Hit points 17 (3d10)
  • Speed 0 ft., swim 30 ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 2 (-4)

Senses: PP 11

Languages: -

Challenge: 1/2 (100 xp)

Water Breathing. The ray can breathe only underwater.

Actions

Graceful Leap (Recharge 5–6). The ray jumps up to 10 feet out of the water, then glides up to 20 feet through the air without cost to its movement

Moray Eel

Moray Eel small beast, 1/8 25 xp

  • Armor class 12
  • Hit points 5 (1d10)
  • Speed 0ft., swim 40ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 6 (-2)
  • WIS 6 (-2)
  • CHA 3 (-4)

Senses: Blindsight 10 ft., Passive Perception 12

Languages:

Challenge: 1/8 (25 xp)

Water Breathing. The eel can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage.

Narwhal

Narwhal medium beast, 1/8 25 xp

  • Armor class 12
  • Hit points 11 (2d8 + 2)
  • Speed 0 ft., swim 60ft.
  • STR 14 (+2)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Blindsight 60 ft., Passive Perception 13

Languages:

Challenge: 1/8 (25 xp)

Charge. If the narwhal moves at least 30 feet straight toward a target and then impales its target on the same turn, the target takes an extra 3 (1d6) bludgeoning damage from the narwhal’s toothy horn.

Hold Breath. The narwhal can hold its breath for 20 minutes.

Actions

Impale. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Octopus

Octopus small beast, 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 5 ft., swim 30 ft.
  • STR 4 (-3)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +2, Stealth +4

Senses: Darkvision 30 ft., Passive Perception 12

Languages: -

Challenge: 0 (10 xp)

Proficiency Bonus +2

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Otter

Otter tiny beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 30ft., swim 30ft.
  • STR3 (-4)
  • DEX16 (+3)
  • CON8 (-1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA3 (-4)

Skills:Perception +3, Stealth +5

Senses:Passive Perception 13

Languages:-

Challenge:0 (10 xp)

Proficiency Bonus +2

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Parrot

Parrot Tiny beast, 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 10ft., fly 40 ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Senses: PP 12

Languages: -

Challenge: 0 (10 xp)

Mimicry. The parrot can mimic simple sounds it has heard, such as animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Pelican

Pelican Small beast, 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 10 ft., fly 40 ft.
  • STR 5 (-3)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: PP 13

Languages: -

Challenge: 0 (10 xp)

Beak of Concealment. A pelican can hide a small object inside is beak. While inside the object has full cover.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Poisonous Snake

Poisonous Snake tiny beast, unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 2 (1d4)
  • Speed 30ft, swim 30ft
  • STR2 (-4)
  • DEX16 (+3)
  • CON11 (0)
  • INT1 (-5)
  • WIS10 (0)
  • CHA3 (-4)

Senses:Blindsight 10ft,Passive Perception 10

Languages:-

Challenge: 1/8 (25 xp)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Quipper

Quipper tiny beast, 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 0ft. swim 40ft.
  • STR 2 (-4)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 2 (-4)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: -

Challenge: 0 (10 xp)

Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The quipper can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Rat

Rat tiny beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 1 (1d4-1)
  • Speed 20ft
  • STR2 (-4)
  • DEX11 (0)
  • CON9 (-1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Senses:Darkvision 30ft,Passive Perception10

Languages:-

Challenge:0 (10 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Reef Shark

Reef Shark Medium Beast, 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (4d8 +4)
  • Speed 0, swim 40ft
  • STR 14 (+2)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +2

Senses: Blindsight 30 ft. PP 12

Languages: -

Challenge: 1/2 (100 xp)

Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.


Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Scorpion

Scorpion tiny beast, unaligned 0 10 xp

  • Armor class 11 (natural armor)
  • Hit points 1 (1d4-1)
  • Speed 10ft
  • STR2 (-4)
  • DEX11 (0)
  • CON8 (-1)
  • INT1 (-5)
  • WIS8 (-1)
  • CHA2 (-4)

Senses:Blindsight 10ft,Passive Perception 9

Languages:-

Challenge:0 (10 xp)

Actions

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Sea Horse

Sea Horse tiny beast, 0 10 xp

  • Armor class 11
  • Hit points 1 (1d4-1)
  • Speed 0ft. swim 20ft.
  • STR 1 (-5)
  • DEX 12 (+1)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 2 (-4)

Senses: Passive Perception 10

Languages: -

Challenge: 0 (10 xp)

Water Breathing. The sea horse can breathe only underwater.

Actions

Sea Snake

Sea Snake medium beast, unaligned 1/4 50 xp

  • Armor class 14
  • Hit points 11 (2d8+2)
  • Speed 30 ft, swim 30ft
  • STR10 (0)
  • DEX18 (+4)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA3 (-4)

Skills:Perception +2

Senses:Blindisght 10ft, Passive Perception 12

Languages:-

Challenge: 1/4 (50 xp)

Actions

Bite Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Sea Turtle

Sea Turtle medium beast, 1/2 100 xp

  • Armor class 18 (natural armor)
  • Hit points 24 (3d8 + 9)
  • Speed 5ft., swim 40ft.
  • STR 12 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 6 (-2)

Senses: Darkvision 15 ft., Passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Hold Breath. The turtle can hold its breath for 2 hours.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 2) piercing damage.

Shell Withdrawal. The turtle withdraws into its shell. Until it emerges it has three-quarters cover and advantage on Strength and Constitution saving throws. While in its shell, the turtle is prone, its speed is 0 and can't be increased, it can't take reactions, and the only action it can take is a bonus action to emerge.

Seal

Seal medium beast, 0 10 xp

  • Armor class 11
  • Hit points 9 (2d8)
  • Speed 20ft., swim 40ft.
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Damage Resistances: cold

Senses: Darkvision 60 ft., Passive Perception 11

Languages:

Challenge: 0 (10 xp)

Hold Breath. The seal can hold its breath for 15 minutes.

Keen Smell. The seal has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Shieldback

Shieldback Large beast, 1/2 100 xp

  • Armor class 15 (natural armor)
  • Hit points 15 (2d10+4)
  • Speed 25 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: PP 10

Languages: -

Challenge: 1/2 (100 xp)

Beast of Burden. The shieldback is considered to be one size larger for the purpose of determining its carrying capacity. 19 Str x15 lbs x2 Large x2 Beast of Burden = 1,140 lbs carrying capacity. Can pull twice its carry capacity or 2,280lbs but at 5 speed.

Defensive crouch. When threatened a shieldback will crouch down protecting its legs and underside. This increases its AC by 2 (17) but in this state it can not attack and it takes one round to stand back up.

Actions

Tail slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Sparrow

Sparrow tiny beast, 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 10 ft., fly 50 ft.
  • STR 1 (-5)
  • DEX 15 (+2)
  • CON 7 (-2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: PP 13

Languages: -

Challenge: 0 (10 xp)

Keen sight. The sparrow has advantage on Wisdom(Perception) checks involving sight

Actions

Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage.

Spider

Spider tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 20ft, climb 20ft
  • STR2 (-4)
  • DEX14 (+2)
  • CON8 (-1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA2 (-4)

Skills: Stealth +4

Senses:Darkvision 30ft,Passive Perception 10

Languages:-

Challenge:0 (10 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Squid

Squid small beast, 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 5ft., swim 30ft.
  • STR 4 (-3)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +2, Stealth +4

Senses: Darkvision 30 ft., Passive Perception 12

Languages:

Challenge: 0 (10 xp)

Hold Breath. While out of water, the squid can hold its breath for 30 minutes.

Water Breathing. The Squid can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Stingray

Stingray small beast, 1/2 200 xp

  • Armor class 11
  • Hit points 22 (4d8 + 4)
  • Speed 0 ft., swim 30ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +3

Condition Immunities: Poisoned

Senses: Tremorsense 10, Passive Perception 10

Languages: -

Challenge: 1/2 (200 xp)

Underwater Camouflage. The stingray has advantage on Dexterity (Stealth) checks made while underwater.

Water breathing. The stingray can breathe only underwater.

Actions

Tail Spike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target must make a DC 10 Constitution saving throw, taking 4 (2d4) poison damage on a failed save, or half as much on a successful one.

Thickhead, Riding

Thickhead, Riding large beast (dinosaur), unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10+2)
  • Speed 60ft
  • STR16 (+3)
  • DEX10 (0)
  • CON12 (+1)
  • INT4 (-3)
  • WIS11 (0)
  • CHA7 (-2)

Senses:Passive Perception 10

Languages:-

Challenge: 1/4 (50 xp)

Proficiency Bonus +2

Actions

Beak. Melee Weapon Attack: +5 to hit, Hit: 7 (1d10+2) slashing damage

Walrus

Walrus large beast, 1/4 50 xp

  • Armor class 9
  • Hit points 22 (3d10+6)
  • Speed 20 ft., swim 40 ft.
  • STR 15 (+2)
  • DEX 9 (-1)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Senses: Passive Perception 10

Languages: -

Challenge: 1/4 (50 xp)

Hold Breath. The walrus can hold its breath for 10 minutes.

Actions

Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Wolf

Wolf medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Perception +3, Stealth +4

Senses:Passive Perception 13

Languages:-

Challenge: 1/4 (50 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.